void font3d_begin( const char *text,
camera *cam, m4x3f transform, struct font3d_render *render )
{
- q_identity( render->offset );
+ v4_copy( (v4f){0.0f,0.0f,0.0f,1.0f}, render->offset );
m4x4f prev_mtx;
m4x3_expand( transform, prev_mtx );
}
render->u8pch = (u8*)text;
-
-#if 0
- render->font = font;
- render->variant_id = variant_id;
-#endif
}
-VG_STATIC void font3d_setoffset( struct font3d_render *render, v3f offset ){
+VG_STATIC void font3d_setoffset( struct font3d_render *render, v4f offset ){
if( render->shader == k_font_shader_default )
shader_model_font_uOffset( offset );
else if( render->shader == k_font_shader_world )